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Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/2/2010
Status: Complete
Editing: Spelling and Grammar only


Rampardos
Size/Type: Huge Magical Beast
Hit Dice: 10d10+70 (125 HP hp)
Initiative: -1 (-1 Dex)
Speed: 50 ft.
Armor Class: 27 (-1 Dex -2 size +20 natural), touch 7, flat-footed 27
Base Attack/Grapple: +10/+29
Attack: Slam +22 melee (4d6+19, 19-20/x3)
Full Attack: Slam +22 melee (4d6+19, 19-20/x3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Ancient Power, Rivalry, Swift Demoralize, Takedown, Thrash, Trample
Special Qualities: Damage Reduction 5/—,
Saves: Fort +14, Ref +6, Will +4
Abilities: Str 38, Dex 8, Con 24, Int 8, Wis 12, Cha 8
Skills: Intimidate +16
Feats: Improved Natural Attack (Slam), Power Attack, Leap Attack, Run
Environment: Temperate or Warm Plains (when not extinct)
Organization: Solitary or Herd (4-10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment:


Ancient Power (Su): Once per minute, Rampardos can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Rampardos will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage).

Damage Reduction (Ex): Rampardos has Damage Reduction equal to half its hit dice.

Trample: On a successful Overrun, Rampardos automatically deals Slam damage.

Thrash (Ex): As a Standard action, Rampardos may enter a rage. It rages as a 4th level Barbarian for 3 rounds, but once the rage ends it becomes confused for one minute.

Swift Demoralise (Ex): As a Swift action, Rampardos may make an Intimidate check to demoralise a foe. It has a +4 racial bonus due to being fucking enormous.

Takedown (Ex): Once per round, when making an attack, Rampardos may add 4d6 damage to a successful hit, but takes 2d8 recoil damage (ignoring DR). This increases to 6d6 damage and 3d8 recoil at 18 hit dice.

Rivalry (Ex): Rampardos have an intense rivalry with theropod dinosaurs, such as Megaraptors, Tyrannosaurus, and similar-looking prehistoric reptiles. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees.

Advancement[]

A Rampardos gains further powers as it advances, and receives the following attacks:

Zen Headbutt (Su): At 14 HD, as a Swift action, Rampardos may grant itself the ability to strike Incorporeal and Ethereal creatures as though they were corporeal. This lasts for one round. For the duration, it can also see such creatures as though they were visible.

Head Smash (Ex): At 20 HD, Rampardos may make a full round action to perform a mighty head smash attack. This gains a +5 bonus to hit, and deals +1d6 damage per level. Rampardos does, however, take 10d4 recoil damage, ignoring DR.


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